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Skip Navigation LinksPlayHard > In English > StarCraft II: Wings of Liberty. Interview with Chris Sigaty, Blizzard Entertainment

Название: StarCraft II: Wings of Liberty
Разработчик: Blizzard Entertainment
Зарубежный издатель: Blizzard Entertainment
Издатель в России: 1С-СофтКлаб
Официальный сайт игры: перейти
Официальный русский сайт игры: перейти
Системные требования:
P4-2.6, 1 GB RAM, 128 MB 3D Card
Dual Core 2.4, 2 GB RAM, 512 MB 3D Card
MultiPlayer: Internet (12)
Жанр: Strategy, RTS
Игра вышла: 27.07.2010
Рейтинг: 9.2

Every major Warcraft fan knows who TAFKAL80ETC are. These Artists Formerly Known as Level 80 Elite Tauren Chieftain form up the band created by the key persons of Blizzard Entertainment. The list of the Artists includes the Lead Singer, Samwise Didier (Art Director), guitarists, Chris Sigaty (Lead Producer) and Dave Berggren (Lead Artist, Game Designer), bassist Michael Morhaime (President, co-founder of Blizzard Entertainment) and drummer Alan Dabiri (Lead Programmer). The band's members in one way or another participated in the development of many famous Blizzard's titles.

Chris Sigaty has been working for Blizzard for 13 years already rising up from a beta-tester to the Lead Producer of StarCraft II: Wings of Liberty. Chris is a great rhythm-guitar player, and everyone who listened to TAFKAL80ETC songs could hear it. By the way, the first band's song entitled "Power of the Horde" played out on the credits screen in Warcraft III: The Frozen Throne.

Once Chris Sigaty even visited Moscow to present StarCraft II: Wings of Liberty to the Russian press. He enjoyed the Russian hospitality and was glad to answer a lot of questions about the game coming from the game journalists. For example, at a Press conference one of our colleagues asked, why "StarCraft" had the capital letter "C" in its title, while "Warcraft" didn't. It turned out that "Starcraft" is another already taken registered trademark owned by an American company selling car parts.

During the exlusive Interview for our media, Chris Sigaty shared a lot of very intriguing details about his career. Besides, we also discussed with him the success story of the StarCraft universe, his favorite videogames, upcoming creative plans and sources of inspiration as well as the development process of StarCraft II: Wings of Liberty and its most memorable moments.
Chris Sigaty (Lead Producer of StarCraft II: Wings of Liberty)- Please, introduce yourself. What’s your role in the project?

- My name is Chris Sigaty. I'm the Lead Producer of StarCraft II: Wings of Liberty. Basically, I'm the Project Manager having to ensure that the project is moving forward. As issues come up across the different areas, whether it is audio, core game development, cinematics, online components, I have to identify them and find workarounds for them, set the schedule to fix them, and so on.

- How did you find Russia? What impressions did you get about it?

- I've never been here before, but actually I had a great time there. We came very late, and our luggage was lost on the way, so we had to spend a little bit more time at the airport to get the luggage. I also had a chance to visit Red Square, walk around it, but some things there, and I really liked the trip. It was super nice.

- Do you travel often? What was your most exciting trip so far?

- From all the places I visited, one of the most exciting experiences happened when I went to South Korea to present the announcement of StarCraft II: Wings of Liberty. It was a pretty big production, and the event itself was really amazing, since it gathered thousands of people.

- What were your most significant events last year?

- Well, I think I can name two major events connected with StarCraft II: Wings of Liberty. We at last finalized and locked down the single-player in-game campaign, and recorded all the necessary voiceovers. At the end of 2009 we were pretty much done with the game. Last year we also made an important decision to change the feature level of the online portion of the game – the service, its interface and integration to StarCraft II: Wings of Liberty. In doing so, we reached a far better design for the launch. We showed it to the world at the BlizzCon 2009 series of events.

- Tell us about your career in the game industry.

- I started at Blizzard in 1996 in the Quality Assurance department. I was on Scholarship at the College at that time. When I started, I almost immediately dropped out of the college finding what I really wanted to do. I was a pretty big gamer. I've been with the company, since there were less than 15 people, now over the years it employs more than 4000 people. So I started when the company was still small, but I happened to be at the right place in the right time watching Blizzard growth. I had a chance to work as the Lead Tester of the original StarCraft (1998) game, then became a Quality Assurance Manager, held the position of a Producer of WarCraft III: Reign of Chaos (2002), and now I’m the Lead Producer of StarCraft II: Wings of Liberty (2010).

- Are there any advantages and disadvantages of working in one company for such a long time for you?

- It is very hard to say, what the disadvantages are, since I've been working at Blizzard for a very long time. One of the most important advantages has been a chance and be a part of massive changes happening to the company. I don't think anyone at Blizzard expected it at that time, to see such a growth to such a huge level with making great games. I’m really enjoying my participation in all of that. Prior to working at Blizzard I was in the military, so these happened to be my two main jobs. I think that is a good thing to be in one company for a long time, because you get the opportunity to learn, you can get closer to people working around you. When you are moving from one company to another, you don’t get the chance to build such relationships with your colleagues.

- What can you say about your usual work day?

- First thing I do, when I come to the office, is joining everything I made the night before. I can create some notes about the activities I need to do in the upcoming hours. It can concern Action items I came up a day before. I also identify the things, which have to be done in the first place. There are also meetings I participate in taking place from Monday to Friday, think about topics to discuss there, issues to go over at such events. Generally speaking, I set the plans for the current day. When I travel to make presentations, I make preparations, plan the upcoming meetings and so on.

- How many people are working in your team? Is it difficult to manage?

- No, because we have a great team reaching about 50 people. We are one of the smaller development teams at the company. I don't certainly do all the managing tasks personally. We have some very talented specialists and managers, who help me to handle the whole team. Personally, I have only a few persons reporting directly to me. The management process is structuralized, since these people in turn manage some more other people, and it works well like that.

- How do you keep up the team's spirit?

- There are a lot of things we are trying to do. In 2009 we studied this topic. Chris SigatyIt’s becoming much more organic over the time. It’s fun in general. I think, working in the videogames industry is something a lot of people would love to do, so there are many, who appreciate just the fact of being able to work on great games in a creative environment. We do all sort of activities regarding this matter. I guess, one of the biggest notable things here is that nearly every week internally on Fridays' afternoons, we run the final build of the game for the current week, then our balance designers split in two team to play a match in StarCraft II: Wings of Liberty.

Then Dustin Browder, our Lead Designer, and one of our community members come up and shoot the live video and make a broadcast for the team. We all sit around and watch. The truth is that we don't always have much time for playing the game, so we are watching the guys doing it. It is really great, since we can see different levels of players in the teams, because there always are some, who are more experienced, than the others. That is just one example of our intriguing motivational activities!

- Has the latest crisis affected the game industry anyhow?

- Certainly, it did affect it as a whole. I think, you've seen, what happened to the games’ sales in 2008-2009. At Blizzard we have been very fortunate and very lucky not to be affected by the crisis up to this point by. Our work is going very well, and I hope everything will be even better in future.

- How would you explain the huge success and cultural impact of the original Starcraft? In 2009 at U.C. Berkeley one of the students even started complimentary classes to teach how to play it well!

- Yeah, I heard about this, and it amazed me. I think, partially the answer to this question is in the fact that when we were developing the game we didn't expect it to be super successful worldwide or produce such great results. As a company we have been really excited about this whole Starcraft Universe presented to you from the RTS-perspective. Everything else was built upon that. The perfect balance helped the game to become so popular in South Korea, that it even turned into a Cybersport discipline. That partially explains the success of the project. I had a chance to discuss the game with people from all over the world. They love its characters, get involved and start playing as soon as they can. It is hard to tell why or something like: "Yes, we are such geniuses, that we have come up with something so new, popular and exciting being so passionate about it!".

- When did the development of Starcraft II: Wings of Liberty start?

- After Warcraft: Orcs & Humans (1994) and Warcraft II: Tides of Darkness (1995) were released we decided to move on and do something about space. Chris Metzen (Vice president of creative development at Blizzard Entertainment – ed. note) and his team started to work on the story and the game Universe itself. Out of that came a lot of designing and discussions about how the units would be done, what sort of units would be Air-based versus Warcraft II, which was much more land-based. There was a perfect balanced combination of the creative side and the story side. That is how the concept of the original StarCraft game was born.

- What was your main source of inspiration for the StarCraft II game?

- It was a team's decision. The main source of inspiration was the original game itself. It's been a massive exploration process for us after we finished the development of WarCraft III: Reign of Chaos. We had to figure out, what StarCraft II: Wings of Liberty would have to be like. It has become a very important project for us.

- What main innovations have you introduced into StarCraft II?

- For StarCraft II: Wings of Liberty, you know, we tried to be as much innovative as we could. The main core point for the new game was the idea to sustain the legacy of the original title. Among the new things I can name the 3D engine. We also spent time making different terrain and gameplay mechanics related to the user’s interface that were sort of difficult in the previous game. We streamlined a lot if it, presented it in a more accessible way. Many new units were created, and you'll be able to employ a variety of tactics on the battlefield.

On the campaign side we wanted to innovate a lot and introduced a completely new approach to the storytelling. The single-player would be a very exciting experience. That would be something we have never done before. It is one of the reasons for the StarCraft II: Wings of Liberty development taking us such a long time. You'll surely like it, when you see it.

The third aspect is the online experience provided by our service. There are many new features in the social networking side, being able to connect people like Xbox Live. I'm really happy to see all the changes we prepared for this area.

On the Map Editor's side we are going to release the most powerful tool available ever. It'll help the community to create new maps and game mods. Though it is better to see all of it in action!

- Will the in-game campaign be linear?

- There are different kinds of choices available to a user throughout the single-player campaign. You can select what missions you want and don't want to play. We can describe it like a football match. The beginning is the same, but how you go along is up to you. There are various factions you can find in the game, befriend them, use certain options and so on. If a particular branch of the story isn't interesting to you, you can avoid it. You don't need to complete every single mission to success.

The biggest innovation here is that we will offer many more intriguing choices. Many our previous RTS titles were entirely linear providing nearly no choices. However, in StarCraft II: Wings of Liberty you'll choose, what mission is more valuable to you, what technologies you will use, what you will invest into the research. Finally, there are mercenaries you can hire to aid your forces. You can play the game in your favorite particular style. For example, if you love infantry units, you can buy some technologies built around improving such regiments. If you need to defend your camp, you can unlock some specific research enhancing your base defense alternatives through the entire campaing.

- What is your favorite faction in the StarCraft II Universe?

- For me it is Terran. I don't consider myself being a great player. I feel a lot more comfortable with Terran, because there are easier to manage, giving me more time to think over the match. Without being dependent on whether the person I'm playing against is good or not, if he is going to rush, I can suspend that with my forces. The Terran provide much more security for a player, that is why I find them more accessible to me regarding my personal game experience.

- Was it difficult to achieve the required balance of power between the factions?

- Yes! It was really difficult to achieve, but it is really exciting to see the final results! The game is really fun to play. Our designers spent a lot of time tweaking the balance to satisfy even the tastes of the hardcore gamers. We will offer many cool options. For example, with the Terran you can use the Mule to gather additional resources quickly. You can find this option while using the abilities of your Orbital Command center. There you will also see the Scanner Sweep, which allows you to see a target location on the map temporarily, granting detection and revealing cloaked units as well. You will have to choose, whether to spend energy on being able to increase the speed of gaining new resources or prefer the scan instead to prevent an enemy attacking you unexpectedly and to see, what he is up to. We were improving the balance of power every day till the Beta was released.

- What were the most challenging aspects for you during the final stages of development?

- Surely, the game balance was the most challenging, I'd name online experience and the as the second thing since we are going to provide a whole lot of new great features here, which would surely be significant to many players. These were the two major challenges we had to face.

- Can you name some new exciting units and their abilities in StarCraft II?

- Sure, I've got a couple Terran ones on my mind. For example, the Banshee which is a cloak-capable gunship able to only attack ground-based targets. I like to use it, because it is kind of a surprise attack unit, does a good damage to its targets, but stays completely vulnerable in the air. If you direct it to your opponent’s base and launch it unexpectedly and successfully, basically you can win the match.

We have added many new Protoss and Zerg units as well. Infestor is a Zerg spell caster providing ground support with the ability to move while burrowed. The new Zerg Queen is very different than its original counterpart (flying spell caster) becoming a powerful attacking ground dwelling support unit ideal for defensive purposes and building up your economy. The Queen can actually spawn additional Larvae at your Hatchery. That is a very powerful ability.

On the Protoss side, I'd pick Sentry, previously known as Nullifier. This is a good ground support unit. It has a beam, which does continuous damage to one target. It can also create a Force Field – invincible "globe" over a small area that block the movement of ground units as well as melee attacks.

All of the above that we are offering many new units with really cool abilities for you to have fun using them!

- What can you say about the in-game AI?

- Actually, it has become our smartest AI ever, which makes good use of scouting, for example. In our previous RTS games the AI didn't scout at all, but instead just was looking at the list of units a player had on the map. The AI from easy up to the expert difficulty level will now know only the things that can be seen from its perspective. There is just one exception – the Insane – the highest difficulty level where the AI can get more advantages, but we did that on purpose, since this difficulty level should be really challenging for the players.

From the people around I keep on hearing how challenging can our game be at times, but our task wasn't to make the hardest game ever, but to care about the new RTS players as well, who would like to learn and succeed without getting crushed quickly.

- How would you describe the evolution of the user's interface in StarCraft II?

- I think interface is a very important game aspect. I see Real Time Strategies in general is a pretty hardcore genre. We always interact with out community, when trying to improve the user's interface. One of the problems is that while we try to make it easier and more accessible for the newcomers and change various things, the hardcore players usually get upset and start complaining, but the truth is anything we can do to present the game more appealing to a wide audience can be a good thing. More people will get involved in playing the game, what means you will see more users to compete against.

On the other hand, the thing like the Unlimited Units Selection is one of the most controversial features we've ever done. In the original StarCraft game you could select only twelve units at a time, and we were sticking to this option till WarCraft III: Reign of Chaos was released. Basically, after this we have tossed that out of the window. In StarCraft II: Wings of Liberty you can select as many units as you want. Some people started to say it would ruin the gameplay, but we also have to think about the new users, their learning curve to master the in-game interface.

There are many other little ideas we have taken out of Warcraft III, like storing buildings. You know, you can actually store several structures together to a single key to be able later on to recall them to the screen. Some hardcore players considered it being too easy to manage. I believe it is great to provide tools helping the new players. Our game also features the brand new Tutorial system for the same purpose.

- Let’s talk about the MultiPlayer in StarCraft II.

- So the maximum number of players in one map is 8, but that is not really true for the custom games, where you can create a party with a size up to 12 users. For our ranked matches we are limited this number to 4x4 for each game. WarCraft III: Reign of Chaos helped us to understand that 5 vs. 5 matches didn’t allow any comfortable play at all. We still have 2 vs. 2 mode, but not so many people play it nowadays. There is also a Free-for-All mode. We are doing some cool new things. You can co-op with other human players against the AI. Your friend can jump in quickly willing to challenge the AI. Of course, there are also custom games, where you can create all sorts of crazy stuff. These are the basics.

- Besides the usual online mode, what other types of connection will be supported?

- All the multiplayer matches will require a connection to the Internet. There might be an optional feature allowing you to play basically custom games only through what is called a P2P-connection. If you do that, you still have to be connected, but this particular game will be played with a peer to peer connection established.

- In your opinion, what's the biggest improvements of service?

- The introductory thing we've prepared. We call it "The Practice League". There are also a couple of other things. Previously, the way you used to get to the was a button. This button over the years has become a sort of synonymous for hardcore gaming, and some people were saying like: "Oh, I don't want to go over the! I'll be beaten there!". So now we've integrated the service into the game. You don't need to go to the to play multiplayer matches since you will always stay connected. It doesn't matter, whether you are playing in a single-player or in multiplayer, you will always be online. Now you won't have to make an additional decision, whether to go to the or not instead making choice, whether to keep on playing in single-player or try out the multiplayer matches. Hopefully, this will help us to get rid of the scary side of the service, which would be the big deal already!

We are running a Practice League now, so if you decide to play a multiplayer match, you will be guided, asked if you are sure in your choice, whether you want to go practicing first. If you agree, you will be put into a Practice League, where the matches run at slow  or normal speed, rather than fast one. There are maps not allowing "Rushing" play style, so you can learn and master your strategies for ten matches or more, if you want. These games won't count your wins and losses, and you can take it farther from there, to the competitive side, if you prefer.

Finally, the last part related to leagues is that we aren't going to put you into Leagues or into Divisions that have to compete with hundreds of other people. In the old days, for example, in WarCraft III: Reign of Chaos, I got rated and was included in the same ladder along with 50 thousand other people! So the ladder at that time became really meaningless to me. In StarCraft II: Wings of Liberty it will be a lot more meaningful, because in such a situation I’d be put into a division with people, who I can fairly compare my personal skills with.

- What is your favorite tactics, when you play StarCraft II?

- Well, honestly, if you are speaking about a competitive match, I tend to create many units. If I have access to Banshees, then I will build a lot of them, as many as I can holding off then enemy's rush. If I can recruit Marines, I'll build many barracks to create a lot of such troops. It really depends on the style of a particular match played, my competitors and their skills. Sometimes I prefer to build a little bit of everything or to avoid too much of units' management.

- What's the name of the game’s graphics engine and its capabilities?

- Internally, we call it GFX. It is a shader-based graphics engine providing real-time shadows, 24-bit color depth with 8-bit alpha, lightning, normal mapping, the speculars, Screen Space Ambient Occlusion and much more. Our engine certainly has all the muscles of the modern 3D-graphics engine.

- And what can you say about the in-game sound and its soundtrack?

- We actually have employed different composers working on the soundtrack. For example, Glenn Stafford, who has been working for a company for a very long time handled the recording of the core Terran themes. In the past he participated in the creation of the original StarCraft game and Warcraft II: Tides of Darkness as well. Glenn has composed a lot of great music along his career.

Russell Brower is the director of our Sound Department. He is also writing the music alongside with Derek Duke. It means we have got several different names writing the music for the game. The guys have also done a great job making sound effects for the game as well. In the end, it has been a really difficult task to create all the audio for the game.

- How did you select the voice actors?

- It depends on the story's character. A lot of time is put into such a selection picking out from many very different voices. We have been working with the American Screen Actors Guild, what means that we were looking for a bunch of professionals for this job. So we listened to the various voice kits comparing them and searching out for the ones perfectly suiting the appropriate characters. You can imagine, how it was going, of course, with some real meetings with the candidates. Chris Metzen made the most final decisions about the selected voice actors. For example, Tricia Helfer starred as Sarah Kerrigan in the sequel.

- Will the stars of the original StarCraft cast return?

- Yes. The actor (Robert Clotworthyed. note), who played Jim Raynor in the original game, will be back again. He is the main character of the sequel. Robert has done a fantastic job. I’m not sure, what will happen with the Russian version at this point. We will go forward with the future expansions, and some other people might return.

- What do you think of the Collector’s Edition of the game?

- It will be released, and I think that it has some great exciting stuff inside!

- How do you see the future of the RTS genre?

- From Blizzard's point specifically?

- Just in general…

- We will surely see more RTS titles released. I think the huge hits in the genre have become pretty successful so far. I still find PC with its keyboards and mouse a much more preferable controls in a RTS game. Some great leaps are made in this area, making the titles much more accessible. People will refine it more and more over time, of course, space for strategy games on consoles will be explored too, but we don’t have any plans for this at the present time.

- Let's imagine that you are a producer of the movie made in the StarCraft Universe. What director and cast would you pick? How big would the budget be?

- That's a great question! Not least than several hundred million dollars probably?! I think it is possible to make a fantastic movie based on the StarCraft franchise. If you could actually see all the stuff I saw behind the scenes, when making the game, all of the pre-rendered moments, the cutscenes are the short movies themselves effectively! You could take out the voice actors from them and cast them in a film! It'd be fantastic! There isn't any specific plans on the case right now, but I think that it would be awesome to make a StarCraft motion picture: we have got the rich story material, the intriguing characters, but to pull it off we would need a really big budget to make it look really good!

It is very difficult to name a director, who would be up for such a filming job, but maybe Christopher Nolan, who directed the latest Batman movies (2005 and 2008 respectively – ed. note). I was so impressed with The Dark Knight motion picture, I think it is amazing! I would love to see something that has that much sort of darkness to it, but also holds up character wise and acting wise. He might be a great choice for the challenge.

I want to clarify that currently we aren't making anything in this area.

Chris Sigaty performs on stage in the band now known as TAFKAL80ETC- You’ve been playing rhythm guitar in a Blizzard’s in-house band. How is it going?

- We have been trying as much as we can. That's a sort of a fun side project. Honestly, with all the other work sometimes it is very difficult to do a lot of stuff here. We performed at the BlizzCon 2009. We wanted to introduce a new song there, but we had had enough time to write it and not enough time to practice it to include in the show. Yeah, we are going to keep trying, I'd love to release something people would enjoy listening to, but it is still mostly just for fun.

- Your music is great, really! Especially, the "I Am Murloc!" song!

- Oh, that's cool if you could hear it!

- What are your favorite video games?

- I can name the projects that made the most impact on me. Star Wars: Dark Forces (1995) was one of the first games that I remember having and invoking emotions in me. There were some particular moments I enjoyed playing, but I don't want to go into the details here. I better name the second game, which provided a similar effect on me. Even more – it is also a part of the Star Wars games' franchise, which was very influential to me. It is name is Star Wars: Jedi Knight also known as Dark Forces II (1997).

There was a special moment right at the very beginning of the Jedi Knight game. For the very first time when I jumped off the ledge, the howling winds were blowing through the area section. Then I had my first sense of Vertigo experienced in a video game that stuck with me forever. I love tough live action games.

One of my favorite old classic video games is X-COM: UFO Defense (1994). At that time I loved hardcore turn-based strategy games. When stepping out of the mission, I was thinking what I was going to do next, for example, whether to research some new technologies. Therefore, these are the old games, which were inspiring me, when I started my career in games’ development.

- What picture do you have on your desktop?

- My kids. I have twins.

- What do you like to do in your free time?

- Music or gaming. I play games all the time, when there is a chance.

- What do you associate with Russia?

- Oh, wow! I'd say Vodka, the food, the cold and the warm hospitality of your people!

- What would you wish to the Russian gamers?

- We are really happy to bring StarCraft II: Wings of Liberty to Russia. It will be fully localized to your native language. I hope every gamer will take the opportunity to see our game in action. I think this time we have got the best localization crew that we have ever had. It will be a super high-quality product, so don’t miss your chance!

- Thank you very much for such an exciting and intriguing Interview, Chris!

- You are welcome! Thanks as well for your interesting questions!

The autograph signed by Chris Sigaty for our readers
23.07.2010 14:03, Unicorn


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01.06.2009 StarCraft 2 — 2009
Анонсы: StarCraft II: Wings of Liberty
Обзоры: StarCraft II: Wings of Liberty
Интервью: StarCraft II: Wings of Liberty. Интервью с Тони Су, Blizzard Entertainment
Starcraft II: Wings of Liberty. Интервью с Крисом Сигати, Blizzard Entertainment
StarCraft II: Wings of Liberty. Интервью с Сэмвайзом Дидье, Blizzard Entertainment
Читы: StarCraft II: Wings of Liberty
Тренеры: StarCraft II: Wings of Liberty [+11, v1.1.1.16605]
StarCraft II: Wings of Liberty [+3, v1.0.3.16291]
StarCraft II: Wings of Liberty [+9, v1.0.2.16223]
StarCraft II: Wings of Liberty [+9, v1.0.1.16195]
Ролики: StarCraft II: Wings of Liberty ["Призраки прошлого", 2:36, avi, HD 1080p]
StarCraft 2: Wings of Liberty [Commercial trailer, 00:30, mp4, HD 720p]
StarCraft 2: Wings of Liberty [video, 1:48, avi, HD 720p]
StarCraft 2: Wings of Liberty [SP gameplay, 7:17, avi, HD 720p]
StarCraft 2: Wings of Liberty [gameplay, 01:24:25, mp4, 640x352]
StarCraft 2: Wings of Liberty ["Mothership", gameplay, 00:41, avi, 704x432]
StarCraft 2: Wings of Liberty [trailer, 4:42, avi, HD 720p]
Патчи: StarCraft II: Wings of Liberty v1.2.1
StarCraft II: Wings of Liberty [v1.1.1, Ru]
StarCraft II: Wings of Liberty [v1.1.1, UK, Mac]
StarCraft II: Wings of Liberty [v1.1.1, UK]
StarCraft II: Wings of Liberty [v1.1.1, US, Mac]
StarCraft II: Wings of Liberty [v1.1.1, US]
StarCraft II: Wings of Liberty [v1.1.0, Ru]
StarCraft II: Wings of Liberty [v1.1.0, UK]
StarCraft II: Wings of Liberty [v1.1.0, US]
StarCraft II: Wings of Liberty [v1.03, US, Mac]
StarCraft II: Wings of Liberty [v1.03, Ru]
StarCraft II: Wings of Liberty [v1.03, UK]
StarCraft II: Wings of Liberty [v1.03, US]
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